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<title>Balor</title>
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<body>
<h1>Balor</h1>
<p><em>Huge</em> <em>Fiend</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 19 (natural armor)</li>
<li><strong>Hit Points:</strong> 262 (21d12+126)</li>
<li><strong>Speed:</strong> walk 40 ft. fly 80 ft.</li>
<li><strong>Challenge Rating:</strong> 19 (22,000 XP)</li>
<li><strong>Source:</strong> 5.1 SRD (2015 MM), page 270</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>26 (+8)</td>
<td>15 (+2)</td>
<td>22 (+6)</td>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>22 (+6)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +14, Con +12, Wis +9, Cha +12</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> fire, poison</li>
<li><strong>Damage Resistances:</strong> cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> truesight 120 ft., passive Perception 13</li>
<li><strong>Languages:</strong> Abyssal, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Death Throes:</strong> When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.</li>
<li><strong>Fire Aura:</strong> At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</li>
<li><strong>Magic Resistance:</strong> The balor has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The balor's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The balor makes two attacks: one with its longsword and one with its whip.</li>
<li><strong>Longsword:</strong> Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.</li>
<li><strong>Whip:</strong> Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.</li>
<li><strong>Teleport:</strong> The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</li>
<li><strong>Variant: Summon Demon (1/Day):</strong> The demon chooses what to summon and attempts a magical summoning.<br>A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.<br>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</li>
</ul>
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